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Overview:
Get hot and heavy this Halloween!
Entry #1 in the Hazard Heroines series, The Maverick Manor is an urban-fantasy short narrative RPG about two Undead Monstergirl special agents. Tasked with investigating a massive pulse of magic at a remote mansion on Halloween, Agents De-Animator - the half-Zombified scientist Helen East - and Unlucky 13 - the towering Revenant amazon Jaycie - find themselves whisked away to a manor-turned-madhouse! Displaced and corrupted by the whims of an arrogant Succubus, the separated Agents must fight for their freedom, regroup, and kick some Demonic ass!
For if they don't, then it's their asses on the line! ♥
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Thread Updated: 2024-11-29
Release Date: 2024-11-29
Developer: Pyksies - - - -
Censored: No
Version: 1.0.8
OS: Windows, Mac, Linux
Language: English
Length: ~2 hours
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Orphanus

Well-Known Member
Oct 25, 2019
1,237
1,984
Curious to see this, might be a bit more up my alley than Mercanoid, and I already had a decent time with that one, due to the very competent writing & generally intriguing way the settings are described and utilized. Am I correct to assume that all scenes are once again potentially avoidable by not loosing any fights? :)
 
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Pyksies

The Fae Agenda
Game Developer
Jul 22, 2020
130
298
Curious to see this, might be a bit more up my alley than Mercanoid, and I already had a decent time with that one, due to the very competent writing & generally intriguing way the settings are described and utilized. Am I correct to assume that all scenes are once again potentially avoidable by not loosing any fights? :)
Yeah, this time around the scenes (outside of general lewdness and implications in the surroundings) are the 8 loss scenes and the ending. As usual, defeating an enemy grants you the scene to read on-demand, and going forward all games will have that 'ERO' button on the right to access them anywhere. This game doesn't have the Fantasize mechanics MERCANOID did, but that isn't scrapped! Just one of the various things streamlined out for the sake of experimentation with smaller titles, and to make the 30 day deadline this game was developed under. (Which I don't think I'll ever do again!~)
 

Orphanus

Well-Known Member
Oct 25, 2019
1,237
1,984
Yeah, this time around the scenes (outside of general lewdness and implications in the surroundings) are the 8 loss scenes and the ending. As usual, defeating an enemy grants you the scene to read on-demand, and going forward all games will have that 'ERO' button on the right to access them anywhere. This game doesn't have the Fantasize mechanics MERCANOID did, but that isn't scrapped! Just one of the various things streamlined out for the sake of experimentation with smaller titles, and to make the 30 day deadline this game was developed under. (Which I don't think I'll ever do again!~)
Awesome, thanks for this insight. I agree that it would have been overkill to have all of Mercanoids mechanics for viewing scenes, that was quite an elaborate feature I feel like, given that I don't remember seeing it in any other game using this engine yet.

This makes me rather curious for your next project, though, that 1 is gonna be a bigger title, like Mercanoid, again?
 
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Pyksies

The Fae Agenda
Game Developer
Jul 22, 2020
130
298
Awesome, thanks for this insight. I agree that it would have been overkill to have all of Mercanoids mechanics for viewing scenes, that was quite an elaborate feature I feel like, given that I don't remember seeing it in any other game using this engine yet.

This makes me rather curious for your next project, though, that 1 is gonna be a bigger title, like Mercanoid, again?
Next up is 1.1 of this game, which will introduce the Codex for the HH setting, as well as a couple more system overhauls - in particular, I really want to do a better combat UI, as I consider the current one (from MERCANOID) to be pretty dire. My ambitions have outgrown it. Other than that, it's still a lot of automation and templating that makes my work pipeline a lot easier and, once settled, cuts down on bugs massively; paving the way for me to make larger projects without fear of coming close to the limit of what a Twine game's saves can handle before they encounter fatal errors.

After that, I intend on making one more smallish game that should be between this release and MERCANOID in terms of size, to introduce one more setting; this one will be a niche title, however, largely focused around Vore content. While the lines are blurred a little between The Glowing World and Hazard Heroines, this 3rd setting is strictly a containment zone for more extreme content. I actually began work on it before this game, but burn out and dissatisfaction with my framework put it on hold. Now that I'm happy with the framework again (pending a few more updates), I'll be revisiting it.

After that - weaving in writing work for other devs when I can find the time and find the work - I'll be working on a title larger than MERCANOID, which will return to the full scope of RPG mechanics seen in that first game, refined with a larger scope.
 

Orphanus

Well-Known Member
Oct 25, 2019
1,237
1,984
Next up is 1.1 of this game, which will introduce the Codex for the HH setting, as well as a couple more system overhauls - in particular, I really want to do a better combat UI, as I consider the current one (from MERCANOID) to be pretty dire. My ambitions have outgrown it. Other than that, it's still a lot of automation and templating that makes my work pipeline a lot easier and, once settled, cuts down on bugs massively; paving the way for me to make larger projects without fear of coming close to the limit of what a Twine game's saves can handle before they encounter fatal errors.

After that, I intend on making one more smallish game that should be between this release and MERCANOID in terms of size, to introduce one more setting; this one will be a niche title, however, largely focused around Vore content. While the lines are blurred a little between The Glowing World and Hazard Heroines, this 3rd setting is strictly a containment zone for more extreme content. I actually began work on it before this game, but burn out and dissatisfaction with my framework put it on hold. Now that I'm happy with the framework again (pending a few more updates), I'll be revisiting it.

After that - weaving in writing work for other devs when I can find the time and find the work - I'll be working on a title larger than MERCANOID, which will return to the full scope of RPG mechanics seen in that first game, refined with a larger scope.
That's all pretty damn exciting. I agree the combat in MERCANOID was by far the least exciting part, though in all fairness I think that is a general issue in text based games to begin with, making intriguing combat that is just written descriptions is quite challenging and I'd assume will never fully work for some people, no matter how well the game implements it.

As long as the protagonist is female, a futa or there is a choice to make I'm pretty much set on trying out all you're gonna release in the future, if you can keep even remotely the level of quality MERCANOID has going for it! :D
 
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Pyksies

The Fae Agenda
Game Developer
Jul 22, 2020
130
298
That's all pretty damn exciting. I agree the combat in MERCANOID was by far the least exciting part, though in all fairness I think that is a general issue in text based games to begin with, making intriguing combat that is just written descriptions is quite challenging and I'd assume will never fully work for some people, no matter how well the game implements it.

As long as the protagonist is female, a futa or there is a choice to make I'm pretty much set on trying out all you're gonna release in the future, if you can keep even remotely the level of quality MERCANOID has going for it! :D
Gal protags are my plan for all games, yeah. Although now that I have the system in place to have multiple player characters, in larger projects I'm intending on doing mini dungeons and such from the perspective of other characters. So I might dip my toes into boymode occasionally.

As for combat, I'm still proud of my combat system, but the presentation needs a lot of work.
 
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Orphanus

Well-Known Member
Oct 25, 2019
1,237
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Gal protags are my plan for all games, yeah. Although now that I have the system in place to have multiple player characters, in larger projects I'm intending on doing mini dungeons and such from the perspective of other characters. So I might dip my toes into boymode occasionally.

As for combat, I'm still proud of my combat system, but the presentation needs a lot of work.
Will those potentially be optional? Not that it is truly an issue (as in reason to not play the games) if not, but tbh I personally am not a exactly a major fan of that (having to play other characters) in general, no matter the characters in question. I'll admit tho it can sometimes be important as a narrative tool when it's a way to show the player things the protagonist isn't meant to be fully aware of like that, e.g.
 

Pyksies

The Fae Agenda
Game Developer
Jul 22, 2020
130
298
Will those potentially be optional? Not that it is truly an issue (as in reason to not play the games) if not, but tbh I personally am not a exactly a major fan of that (having to play other characters) in general, no matter the characters in question. I'll admit tho it can sometimes be important as a narrative tool when it's a way to show the player things the protagonist isn't meant to be fully aware of like that, e.g.
It would probably be side content, yes.
 
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Orphanus

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Oct 25, 2019
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It would probably be side content, yes.
That'd be really cool, but first and foremost do what feels right to you, you're the Dev & author. At the end of day I think I should just trust your vision for the respective projects, given how that didn't let me down yet. :D
 

theshamelessone

New Member
Apr 26, 2019
4
6
That final fight's a doozy. So much damage over time, and poor Helen can't tank for shit with no shields.

Still, it's another Psykies classic. Goooood shit.
 

Pyksies

The Fae Agenda
Game Developer
Jul 22, 2020
130
298
That final fight's a doozy. So much damage over time, and poor Helen can't tank for shit with no shields.

Still, it's another Psykies classic. Goooood shit.
Mm, the game will likely receive a balancing pass with 1.1, but the fact that you can now retry instantly leaves me more comfortable making hard fights.

That said, DoTs are cracked and need reigning in a bit. Heh.
 

Zzyzx

Newbie
Jun 5, 2017
18
9
Nice a new Pyksies game. :)

That final fight's a doozy. So much damage over time, and poor Helen can't tank for shit with no shields.

Still, it's another Psykies classic. Goooood shit.
Yeah the especially with the status the damage gets pretty crazy helen got hit with 30 damage in a single round, when i did the fight.

Some references i spotted the cuber from hellraiser, the mind wiper from men in black and Jaycie from friday the 13th.
Is the machete called Crystal in reference to crystal lake and is helen also inspired by something?



Some bugs and typos i have found

- Descriptons bugs with the saves in the intro when you pick up your gear from the car
.error-view {display:none} Error: <<replace>>: no elements matched the…

- ghostgirl intro
"You(r) soul looks a little zombified, but "
when examined
"ripped fish( n)ets and oversized"

- Kitchen in the description
Error: cannot find a closing tag for macro <<if>>

<<if ndef $HW_Dumbwaiter>>…

Error: child tag <<else>> was found outside of a call to its parent macro <<if>>

<<else>>


- Dumbwaiter
HOPE YOU LIKE THE PRESENT(.) PROGRESS SLOW

- Garden
Jaycie slowly turns her h(e)ad back to the window

- Library
not to spooky her spooky new... friend? Sure. when Daria doesn't

First spooky should be spook

- If you load from the main menu into a save where you get a item
Error: <<replace>>: no elements matched the selector "#inventory_replace"


And congratulations on your new release. :)
 
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Pyksies

The Fae Agenda
Game Developer
Jul 22, 2020
130
298
Nice a new Pyksies game. :)



Yeah the especially with the status the damage gets pretty crazy helen got hit with 30 damage in a single round, when i did the fight.

Some references i spotted the cuber from hellraiser, the mind wiper from men in black and Jaycie from friday the 13th.
Is the machete called Crystal in reference to crystal lake and is helen also inspired by something?



Some bugs and typos i have found

- Descriptons bugs with the saves in the intro when you pick up your gear from the car
.error-view {display:none} Error: <<replace>>: no elements matched the…

- ghostgirl intro
"You(r) soul looks a little zombified, but "
when examined
"ripped fishe(n)ts and oversized"

- Kitchen in the description
Error: cannot find a closing tag for macro <<if>>

<<if ndef $HW_Dumbwaiter>>…

Error: child tag <<else>> was found outside of a call to its parent macro <<if>>

<<else>>


- Dumbwaiter
HOPE YOU LIKE THE PRESENT(.) PROGRESS SLOW

- Garden
Jaycie slowly turns her h(e)ad back to the window

- Library
not to spooky her spooky new... friend? Sure. when Daria doesn't

First spooky should be spook

- If you load from the main menu into a save where you get a item
Error: <<replace>>: no elements matched the selector "#inventory_replace"


And congratulations on your new release. :)
Thank you so much for the bug reports and typos! That kitchen description one is annoying, I should've checked that. Protip; don't try to bugfix with a cold. pro-er tip; don't catch a cold.

As for the 'Error: <<replace>>: no elements matched the selector "#inventory_replace"', this one is really annoying! It's a completely harmless error that's appearing because it's initializing a script before the inventory div is visible. At this point, I might just need to add a style rule to the script to prevent said errors from appearing, because it evidently plays poorly with the way Twine handles saving and loading. I'll fiddle later. Thank you!

Edit: Hm. I can't seem to trigger the Error appearing on loading a save when you pick up an item. Odd...
 
Last edited:

Zzyzx

Newbie
Jun 5, 2017
18
9
Thank you so much for the bug reports and typos! That kitchen description one is annoying, I should've checked that. Protip; don't try to bugfix with a cold. pro-er tip; don't catch a cold.

As for the 'Error: <<replace>>: no elements matched the selector "#inventory_replace"', this one is really annoying! It's a completely harmless error that's appearing because it's initializing a script before the inventory div is visible. At this point, I might just need to add a style rule to the script to prevent said errors from appearing, because it evidently plays poorly with the way Twine handles saving and loading. I'll fiddle later. Thank you!

Edit: Hm. I can't seem to trigger the Error appearing on loading a save when you pick up an item. Odd...
Hmmm it's specifically only when you load from the main menu of the game from anywhere else it's fine as far as i can tell. I'll attach two saves where it should occour.

If it still doesn't, i was specifically using the online version on itch and using the up to date 64-bit version of firefox.
 
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Pyksies

The Fae Agenda
Game Developer
Jul 22, 2020
130
298
Oh I seeeeeee, specifically it only happens on post-fight pickups, and only if you load from the title screen. Ok! I'll have a fiddle, it's a very niche trigger but worth preventing.
 

cyonrajjik

Newbie
Aug 1, 2018
51
51
liked it, solid little game
I may be dumb but that fight with the armor on hard was impossible without scumming o_O
I think there was some ui glitching when I tried viewing a memory scene while in combat?? not sure really
Jaycie's scenes were cool. You came out swinging hard with the tentacle breedin, picture and mirror were extra nice too
 
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Pyksies

The Fae Agenda
Game Developer
Jul 22, 2020
130
298
liked it, solid little game
I may be dumb but that fight with the armor on hard was impossible without scumming o_O
I think there was some ui glitching when I tried viewing a memory scene while in combat?? not sure really
Jaycie's scenes were cool. You came out swinging hard with the tentacle breedin, picture and mirror were extra nice too
If possible, confirmation on that possible UI glitch would be appreciated. Can't think of what would cause it, tho...

Yeah, Maiden is almost certainly the hardest fight in the game on Hard Mode. The game was balanced pretty quick and dirty given the time constraints!
 
5.00 star(s) 1 Vote